ppsspp/GPU/D3D11/GPU_D3D11.cpp

352 lines
12 KiB
C++

// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <set>
#include "Common/Log.h"
#include "Common/Serialize/Serializer.h"
#include "Common/GraphicsContext.h"
#include "Common/System/System.h"
#include "Common/Profiler/Profiler.h"
#include "Common/Data/Text/I18n.h"
#include "Core/Debugger/Breakpoints.h"
#include "Core/MemMapHelpers.h"
#include "Core/MIPS/MIPS.h"
#include "Core/Config.h"
#include "Core/Reporting.h"
#include "Core/System.h"
#include "GPU/GPUState.h"
#include "GPU/ge_constants.h"
#include "GPU/GeDisasm.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Debugger.h"
#include "GPU/D3D11/ShaderManagerD3D11.h"
#include "GPU/D3D11/GPU_D3D11.h"
#include "GPU/D3D11/FramebufferManagerD3D11.h"
#include "GPU/D3D11/DrawEngineD3D11.h"
#include "GPU/D3D11/TextureCacheD3D11.h"
#include "GPU/D3D11/D3D11Util.h"
#include "Core/HLE/sceKernelThread.h"
#include "Core/HLE/sceKernelInterrupt.h"
#include "Core/HLE/sceGe.h"
GPU_D3D11::GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw)
: GPUCommon(gfxCtx, draw), drawEngine_(draw,
(ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE),
(ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT)) {
device_ = (ID3D11Device *)draw->GetNativeObject(Draw::NativeObject::DEVICE);
context_ = (ID3D11DeviceContext *)draw->GetNativeObject(Draw::NativeObject::CONTEXT);
D3D_FEATURE_LEVEL featureLevel = (D3D_FEATURE_LEVEL)draw->GetNativeObject(Draw::NativeObject::FEATURE_LEVEL);
stockD3D11.Create(device_);
shaderManagerD3D11_ = new ShaderManagerD3D11(draw, device_, context_, featureLevel);
framebufferManagerD3D11_ = new FramebufferManagerD3D11(draw);
framebufferManager_ = framebufferManagerD3D11_;
textureCacheD3D11_ = new TextureCacheD3D11(draw, framebufferManager_->GetDraw2D());
textureCache_ = textureCacheD3D11_;
drawEngineCommon_ = &drawEngine_;
shaderManager_ = shaderManagerD3D11_;
drawEngine_.SetShaderManager(shaderManagerD3D11_);
drawEngine_.SetTextureCache(textureCacheD3D11_);
drawEngine_.SetFramebufferManager(framebufferManagerD3D11_);
drawEngine_.Init();
framebufferManagerD3D11_->SetTextureCache(textureCacheD3D11_);
framebufferManagerD3D11_->SetShaderManager(shaderManagerD3D11_);
framebufferManagerD3D11_->SetDrawEngine(&drawEngine_);
framebufferManagerD3D11_->Init();
textureCacheD3D11_->SetFramebufferManager(framebufferManagerD3D11_);
textureCacheD3D11_->SetShaderManager(shaderManagerD3D11_);
// Sanity check gstate
if ((int *)&gstate.transferstart - (int *)&gstate != 0xEA) {
ERROR_LOG(G3D, "gstate has drifted out of sync!");
}
// No need to flush before the tex scale/offset commands if we are baking
// the tex scale/offset into the vertices anyway.
UpdateCmdInfo();
CheckGPUFeatures();
BuildReportingInfo();
// Some of our defaults are different from hw defaults, let's assert them.
// We restore each frame anyway, but here is convenient for tests.
textureCache_->NotifyConfigChanged();
}
GPU_D3D11::~GPU_D3D11() {
framebufferManagerD3D11_->DestroyAllFBOs();
delete framebufferManagerD3D11_;
shaderManagerD3D11_->ClearShaders();
delete shaderManagerD3D11_;
delete textureCacheD3D11_;
stockD3D11.Destroy();
}
void GPU_D3D11::CheckGPUFeatures() {
u32 features = 0;
features |= GPU_SUPPORTS_BLEND_MINMAX;
// Accurate depth is required because the Direct3D API does not support inverse Z.
// So we cannot incorrectly use the viewport transform as the depth range on Direct3D.
// TODO: Breaks text in PaRappa for some reason?
features |= GPU_SUPPORTS_ACCURATE_DEPTH;
#ifndef _M_ARM
// TODO: Do proper feature detection
features |= GPU_SUPPORTS_ANISOTROPY;
#endif
features |= GPU_SUPPORTS_DEPTH_TEXTURE;
features |= GPU_SUPPORTS_TEXTURE_NPOT;
if (draw_->GetDeviceCaps().dualSourceBlend)
features |= GPU_SUPPORTS_DUALSOURCE_BLEND;
if (draw_->GetDeviceCaps().depthClampSupported)
features |= GPU_SUPPORTS_DEPTH_CLAMP;
if (draw_->GetDeviceCaps().clipDistanceSupported)
features |= GPU_SUPPORTS_CLIP_DISTANCE;
if (draw_->GetDeviceCaps().cullDistanceSupported)
features |= GPU_SUPPORTS_CULL_DISTANCE;
if (!draw_->GetBugs().Has(Draw::Bugs::BROKEN_NAN_IN_CONDITIONAL)) {
// Ignore the compat setting if clip and cull are both enabled.
// When supported, we can do the depth side of range culling more correctly.
const bool supported = draw_->GetDeviceCaps().clipDistanceSupported && draw_->GetDeviceCaps().cullDistanceSupported;
const bool disabled = PSP_CoreParameter().compat.flags().DisableRangeCulling;
if (supported || !disabled) {
features |= GPU_SUPPORTS_VS_RANGE_CULLING;
}
}
features |= GPU_SUPPORTS_TEXTURE_FLOAT;
features |= GPU_SUPPORTS_INSTANCE_RENDERING;
features |= GPU_SUPPORTS_TEXTURE_LOD_CONTROL;
uint32_t fmt4444 = draw_->GetDataFormatSupport(Draw::DataFormat::A4R4G4B4_UNORM_PACK16);
uint32_t fmt1555 = draw_->GetDataFormatSupport(Draw::DataFormat::A1R5G5B5_UNORM_PACK16);
uint32_t fmt565 = draw_->GetDataFormatSupport(Draw::DataFormat::R5G6B5_UNORM_PACK16);
if ((fmt4444 & Draw::FMT_TEXTURE) && (fmt565 & Draw::FMT_TEXTURE) && (fmt1555 & Draw::FMT_TEXTURE)) {
features |= GPU_SUPPORTS_16BIT_FORMATS;
}
if (draw_->GetDeviceCaps().logicOpSupported) {
features |= GPU_SUPPORTS_LOGIC_OP;
}
if (!g_Config.bHighQualityDepth && (features & GPU_SUPPORTS_ACCURATE_DEPTH) != 0) {
features |= GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().PixelDepthRounding) {
// Use fragment rounding on desktop and GLES3, most accurate.
features |= GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT;
} else if (PSP_CoreParameter().compat.flags().VertexDepthRounding) {
features |= GPU_ROUND_DEPTH_TO_16BIT;
}
// The Phantasy Star hack :(
if (PSP_CoreParameter().compat.flags().DepthRangeHack && (features & GPU_SUPPORTS_ACCURATE_DEPTH) == 0) {
features |= GPU_USE_DEPTH_RANGE_HACK;
}
if (PSP_CoreParameter().compat.flags().ClearToRAM) {
features |= GPU_USE_CLEAR_RAM_HACK;
}
gstate_c.featureFlags = features;
}
// Needs to be called on GPU thread, not reporting thread.
void GPU_D3D11::BuildReportingInfo() {
using namespace Draw;
DrawContext *thin3d = gfxCtx_->GetDrawContext();
reportingPrimaryInfo_ = thin3d->GetInfoString(InfoField::VENDORSTRING);
reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + thin3d->GetInfoString(InfoField::SHADELANGVERSION);
}
void GPU_D3D11::DeviceLost() {
draw_->InvalidateCachedState();
// Simply drop all caches and textures.
// FBOs appear to survive? Or no?
shaderManagerD3D11_->ClearShaders();
drawEngine_.ClearInputLayoutMap();
textureCacheD3D11_->Clear(false);
GPUCommon::DeviceLost();
}
void GPU_D3D11::DeviceRestore() {
GPUCommon::DeviceRestore();
// Nothing needed.
}
void GPU_D3D11::InitClear() {
if (!framebufferManager_->UseBufferedRendering()) {
// device_->Clear(0, NULL, D3DCLEAR_STENCIL | D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.f, 0);
}
}
void GPU_D3D11::BeginHostFrame() {
GPUCommon::BeginHostFrame();
UpdateCmdInfo();
if (resized_) {
CheckGPUFeatures();
framebufferManager_->Resized();
drawEngine_.Resized();
textureCacheD3D11_->NotifyConfigChanged();
shaderManagerD3D11_->DirtyLastShader();
resized_ = false;
}
}
void GPU_D3D11::ReapplyGfxState() {
GPUCommon::ReapplyGfxState();
// TODO: Dirty our caches for depth states etc
}
void GPU_D3D11::EndHostFrame() {
// Probably not really necessary.
draw_->InvalidateCachedState();
}
void GPU_D3D11::BeginFrame() {
GPUCommon::BeginFrame();
textureCacheD3D11_->StartFrame();
drawEngine_.BeginFrame();
shaderManagerD3D11_->DirtyLastShader();
framebufferManagerD3D11_->BeginFrame();
gstate_c.Dirty(DIRTY_PROJTHROUGHMATRIX);
}
void GPU_D3D11::SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {
// TODO: Some games like Spongebob - Yellow Avenger, never change framebuffer, they blit to it.
// So breaking on frames doesn't work. Might want to move this to sceDisplay vsync.
GPUDebug::NotifyDisplay(framebuf, stride, format);
framebufferManagerD3D11_->SetDisplayFramebuffer(framebuf, stride, format);
}
void GPU_D3D11::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over.
drawEngine_.Flush();
float blendColor[4]{};
context_->OMSetBlendState(stockD3D11.blendStateDisabledWithColorMask[0xF], blendColor, 0xFFFFFFFF);
framebufferManagerD3D11_->CopyDisplayToOutput(reallyDirty);
shaderManagerD3D11_->DirtyLastShader();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
void GPU_D3D11::FinishDeferred() {
// This finishes reading any vertex data that is pending.
drawEngine_.FinishDeferred();
}
inline void GPU_D3D11::CheckFlushOp(int cmd, u32 diff) {
const u8 cmdFlags = cmdInfo_[cmd].flags;
if (diff && (cmdFlags & FLAG_FLUSHBEFOREONCHANGE)) {
if (dumpThisFrame_) {
NOTICE_LOG(G3D, "================ FLUSH ================");
}
drawEngine_.Flush();
}
}
void GPU_D3D11::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
void GPU_D3D11::ExecuteOp(u32 op, u32 diff) {
const u8 cmd = op >> 24;
const CommandInfo info = cmdInfo_[cmd];
const u8 cmdFlags = info.flags;
if ((cmdFlags & FLAG_EXECUTE) || (diff && (cmdFlags & FLAG_EXECUTEONCHANGE))) {
(this->*info.func)(op, diff);
} else if (diff) {
uint64_t dirty = info.flags >> 8;
if (dirty)
gstate_c.Dirty(dirty);
}
}
void GPU_D3D11::GetStats(char *buffer, size_t bufsize) {
size_t offset = FormatGPUStatsCommon(buffer, bufsize);
buffer += offset;
bufsize -= offset;
if ((int)bufsize < 0)
return;
snprintf(buffer, bufsize,
"Vertex, Fragment shaders loaded: %d, %d\n",
shaderManagerD3D11_->GetNumVertexShaders(),
shaderManagerD3D11_->GetNumFragmentShaders()
);
}
void GPU_D3D11::ClearCacheNextFrame() {
textureCacheD3D11_->ClearNextFrame();
}
void GPU_D3D11::ClearShaderCache() {
shaderManagerD3D11_->ClearShaders();
drawEngine_.ClearInputLayoutMap();
}
void GPU_D3D11::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCache_->Clear(true);
drawEngine_.ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManager_->DestroyAllFBOs();
}
}
std::vector<std::string> GPU_D3D11::DebugGetShaderIDs(DebugShaderType type) {
switch (type) {
case SHADER_TYPE_VERTEXLOADER:
return drawEngine_.DebugGetVertexLoaderIDs();
case SHADER_TYPE_TEXTURE:
return textureCache_->GetTextureShaderCache()->DebugGetShaderIDs(type);
default:
return shaderManagerD3D11_->DebugGetShaderIDs(type);
}
}
std::string GPU_D3D11::DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) {
switch (type) {
case SHADER_TYPE_VERTEXLOADER:
return drawEngine_.DebugGetVertexLoaderString(id, stringType);
case SHADER_TYPE_TEXTURE:
return textureCache_->GetTextureShaderCache()->DebugGetShaderString(id, type, stringType);
default:
return shaderManagerD3D11_->DebugGetShaderString(id, type, stringType);
}
}